﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using GameEngine.Entities;
using PvT.EntityComponent;
using Microsoft.Xna.Framework;
using GameEngine.EntityComponents;
using Microsoft.Xna.Framework.Graphics;

namespace PvT.Entities
{
    public class LazerGate : AbstractDrawableEntity
    {
        /// <summary>
        /// Initializes a new instance of the <see cref="LazerGate" /> class.
        /// </summary>
        /// <param name="components">The components.</param>
        /// <param name="isActive">if set to <c>true</c> [is active].</param>
        /// <param name="isVisible">if set to <c>true</c> [is visible].</param>
        /// <param name="position">The position.</param>
        /// <param name="game">The game.</param>
        public LazerGate(List<IEntityComponent> components, bool isActive, bool isVisible, Vector2 position, Game game) :
            base(components, isActive, isVisible, position, game)
        { }

        /// <summary>
        /// Loads the content.
        /// </summary>
        public override void LoadContent()
        {
            base.texture = game.Content.Load<Texture2D>("EnviromentalTraps/lazor");
            this.components.Add(new LazerComponent(this));
            this.components.Add(new CollidableComponent(this, 0.0f));
        }
    }
}
